SHEPHERD
Shepherds are
sometimes tempted by poverty – or forced by circumstance – to pursue an
adventuring career. By experience they are well-suited to outdoor adventures,
being physically and mentally resilient and schooled in dealing with the
dangers of their lonely life. They are also blessed with great humility – a
product of long periods of solitary reflection and an acknowledgement of their
relative insignificance in the wider scheme of things.
Attack Value: 0-level Human
Saving Throws: Levels 1-4: 18 (all, except Death: 16). Levels 5-6:
17 (all, except Death: 15)
Hit Dice: d6
Armour/Shield Permitted: leather only/no shields
Weapons Permitted: staff, sling, dagger
Weapon Proficiencies: 1 + 1 per 4 levels
Non-Proficiency Penalty: -4
Base Skills: Animal Husbandry 2, Animal Training 1, Common
Knowledge 1, Local Knowledge 1, Weather Sense 1.
Free Elective Skills (choose 3 skills amongst which you may
distribute 4 Competency Levels): Cook, Evade, Flee!, Folk Lore, Heal,
Herb Lore, Hide, Keen Senses, Mountain Lore, Spinning & Weaving.
Shepherd Level
Advancement |
|||||||
Base Experience |
Hit Dice |
||||||
Level |
Points Required |
(d6) |
Abilities |
||||
1 |
0 |
1 |
Humility 1 |
||||
2 |
500 |
2 |
Hardiness
1 |
||||
3 |
1250 |
3 |
Humility 2 |
||||
4 |
2250 |
4 |
Hardiness 2 |
||||
5 |
3500 |
5 |
Humility
3 |
||||
6 |
5000 |
6 |
Herder’s Blessing |
Humility: Shepherds are protected by their awareness of
greater things – the vastness of the natural world – and the knowledge of their
own significance as a part of creation. This enables them to more readily
resist outside influences, engage comfortably with others and be open to
unusual insights and perceptions. At first level they may once per day choose one of the following options: re-roll a saving
throw against mind-affecting magic, an Insight, Keen Senses, Charm, Encourage
or Sense Motive roll. Where a re-roll is made, the Shepherd must take the
second roll, even if it is worse. The required Competency Level of social skill
checks to manipulate Shepherds increases by 1.
At third level, they
may deploy their Humility ability twice per day. The Competency requirement to
use social skills against the Shepherd increases to 2. At 5th level, they may use the ability three times
per day and the required Competency level improves to 3.
Hardiness: In addition to their mental resilience, Shepherds
are also physically robust. At level 2, they may once per day re-roll a saving throw against Death or Paralysis (but
must take the second roll, even if the result is worse). This ability may be
used twice per day from level 4. They also may add their Hardiness bonus when
rolling hit points (as follows: +1 at 2nd & 3rd
level; +2 at 4th, 5th and 6th level). Finally,
they may add their Hardiness bonus to the following Competencies: Climb, Fish,
Herb Lore, Navigate, Weather Sense and Wilderness Lore.
Herder’s Blessing: At level six, the
Shepherd’s mighty humility grants the ability to cast one of the following Druid or Cleric spells per day (the Shepherd
may select the spell when the occasion arises, and may select a different spell
each day): cure light wounds, purify food and drink, detect danger, locate
plant or animal and animal
friendship.
SAILOR
Sailors are very much
natural adventurers: they have a wanderlust that does not abate and a set of
skills that serves them well in many situations. They have also learned a thing
or two in their travels – odd, disconnected pieces of information that
occasionally prove of great utility.
Attack Value: Thief (level 1)
Saving Throws: Levels 1-4: 18. Levels 5-6: 17 (all, except Death:
16)
Hit Dice: d6
Armour/Shield Permitted: leather only/no shields
Weapons Permitted: staff, sling, dagger, cutlass
Weapon Proficiencies: 2 + 1 per 3 levels
Non-Proficiency Penalty: -3
Base Skills: Climb 2, Common Knowledge 2, Consume Alcohol 2, Fish
2, Folk Lore 2, Navigate 1, Sail 3, Swim 2, Weather Sense 2.
Free Elective Skills (choose 3 skills amongst which you may
distribute 4 Competency Levels): Boat Building, Cartography, Haggle,
Intimidation, Mock, River Lore, Row, Sleight of Hand, Story Telling, Strike
Mighty Blow.
Sailor Level
Advancement |
|||||||
Base Experience |
Hit Dice |
||||||
Level |
Points Required |
(d6) |
Abilities |
||||
1 |
0 |
1 |
Sea
Legs |
||||
2 |
500 |
2 |
Sea
Lore |
||||
3 |
1250 |
3 |
Shanty |
||||
4 |
2250 |
4 |
Sea
Legs 2 |
||||
5 |
3500 |
5 |
Sea
Lore 2 |
||||
6 |
5000 |
6 |
Old
Salt |
Sea Legs: Sailors are experienced with keeping their feet on
deck, regardless of what the sea is doing. Any penalty to combat or skill
resolution incurred due to instability underfoot (at sea or otherwise) is
reduced by 1, increasing to 2 at 4th level.
Sea Lore: Sailors hear all sorts of odd stories, rumours and
gossip. Once per day, they may search their memories for some nugget of
information that might prove useful. They have a 5% + 2%/level chance of
knowing something relevant. At level 5 this chance increases to 10% + 3%/level.
Shanty: Sailors know many tall tales and songs to rouse the spirit or enthral
the listener. At 3rd level, they may use either the Perform or Story
Telling skill (with a required Competency Level of 4) to improve the Reaction Rolls of an audience numbering no more than half their CHA bonus (rounded up).
Old Salt: Veteran sailors have
seen and heard a lot in the course of their seafaring. At level 6 they become
very difficult to fool, adding 3 to
the Competency Level required to deceive them, and treating their Keen Senses
Competency Level as if 3 higher for
the purposes of detecting illusion magic.